Commit Graph

325 Commits

Author SHA1 Message Date
Baoulettes
c19beca980
Fast Save Loader crashes fixes (#848) 2022-07-22 00:36:46 +02:00
David Chavez
37afdbd84c
Fix: Respect Config Window Resolution (#807)
* Fix regression witn using config window res

* Fix fullscreen presets
2022-07-18 19:28:12 -04:00
Baoulettes
9679075cba
- + button optionnal for Int and float sliders (#803) 2022-07-18 19:26:01 -04:00
Ada
c65a40f432
Adds tooltip to free camera (#795) 2022-07-18 19:23:28 -04:00
KiritoDev
2daddd8a5a
Added renderer api switch dropdown (#775)
* Added renderer api switch

* Joined backend api and names into a pair

* Added close button on input editor
2022-07-18 19:21:31 -04:00
briaguya
d45968270a
Address rando pr comments (#742)
* prefix randomizer methods with Randomizer_

* make filename a local var

* remove unused file, update malon to use new names

* move randomizertypes to randomizer directory

* rename to Randomizer_GetSettingValue

Co-authored-by: briaguya <briaguya@alice>
2022-07-18 19:20:07 -04:00
Sirius902
8417db65c7
Various controller fixes (#771)
* Fix controller

* Also fix rumble strength being a bool

* Remove ControllerHud.cpp

* Downgrade platform toolset back to previous version

* Fix gyro

* Fix bug that makes binding axes difficult and clear buttons before reading

* Exaggerate gyro display and adjust stick binding threshold

* Initialize drift thresholds
2022-07-14 09:05:36 -04:00
Kenix3
16f52c03b9 Merge branch 'develop' of https://github.com/HarbourMasters/Shipwright into develop 2022-07-14 01:35:52 -04:00
KiritoDev
b2b7cf2374
Fixed menubar items position (#763)
* Fixed menubar items position

* Reverted tooltip tab position
2022-07-14 00:42:15 -04:00
Kenix3
31511af130 Enough! My ship sails in the morning. 2022-07-13 23:41:22 -04:00
KiritoDev
219804cbe4
Controller Configuration UI and JSON Config (#760)
* Initial controller hud ui

* Reverted fbdemo changes

* Moved config to json and implemented controller config

* fix build on linux, gitignore new config file

* fix build

* Fix compilation and file directory paths

* Call save on cvar save

* Fixed cvar loading and added deck slots to the config

* Changed control deck port 0 to use a physical device by default

* Added gyro and rumble & fixed loading errors

* Save config on toggle menubar

* fix linux build

* Fixed drift calculation

* Controller config now saves when pressing F1

* Removed ExitGame hook from ImGuiImpl

* Moved mappings to a map

* Added GetKeyName

* untranslate scancodes

* Fixed hud layout on keyboard device

* Fixed keyboard read on hud

* Fixed crash when reloading controllers

* Removed ConfigFile and changed file extension

* Changed Dummy to Disconnected and fixed filters

* Removed function leftover

* Changed ControllerHud to InputEditor

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: David Chavez <david@dcvz.io>
2022-07-13 23:12:11 -04:00
earthcrafterman
4d65a5ff73
Split damage multiplication into its own PR (#656)
* Split damage multiplication into its own PR

* Found a more elegant implementation of the powers char*[]
2022-07-13 00:24:05 -04:00
Baoulettes
cff73cccf0
fix hidden wnd (#744) 2022-07-13 00:23:22 -04:00
David Chavez
7b04f67884
Introduce App Directory Path (#572)
* Introduce app directory path concept

* macos: Remove hacky way of using applicaiton directory

* Update the new SaveManager

* Address stack user after return

* Remove unecessary property

* Use std::string for filepath

* Improve clang specific detections

* Use new path system for imgui files

* Improve helper for getting relative paths
2022-07-13 00:19:07 -04:00
MelonSpeedruns
66ec623542
Free Camera (#337)
* wip free cam

* Almost done, needs collision still

* Added free cam behind cvar

* added WIP collision

* Fixed & implemented "Manual mode" from WW & TP

* Fixed camera not rotating when Link is moving

* fixed initialized camera rotation

* Fixed camera getting stuck + made it smoother

* reduced deadzone

* fixed epona camera height + added WW z-target free camera

* Adjusted player camera height & fixed fov

* Fixed camera roll

* fixed fov when moving the camera while in z-target

* Camera resets to Auto when going through doors or changing maps

* Fixed building

* touch

* more touch work

* Added WIP mouse support to the free cam

* gui stuff

* fixed building

* fixed building error

* ok fixed building for real this time

* oops

* Fix compilation issues

* removed mouse stuff that magically appeared in this branch

* smoothed out stick values & removed remains of mouse support

* re-added manual camera when pressing Z

* reduced minimum Y position of camera

* Addressed dcsv's nitpicks

* part 2

* oops

Co-authored-by: David Chavez <david@dcvz.io>
2022-07-12 18:40:18 -04:00
Baoulettes
37bf9b36ad
Cosmetics hotfixes (#640)
* Initial branch creation

* Revert Main Game so it do not conflict later

* should fix window build, made namespace for Cosmetics

* forgot to edit one title

* Ability to add hidden window (usefull for Rainbow)
Fix building issues

* Line break, unused bool remove
2022-07-11 21:33:48 -04:00
briaguya
c25089b98f
testing out item replacement (#416)
* skip learning song of storms

* don't set flag when getting goron tunic as child

* Initiates prelude check when master sword unloads.

Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again.

* Stops Shadow Temple lore prompts from appearing in rando.

* Skips cutscene of royal tomb explosion in rando.

Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here.

* Improves visual of exploding gravestone.

* Adds some comments explaining the rando differences

* Skip ruto text box in jabu blue warp

For rando

* skip intro cutscene in dodongo's cavern

* load spoiler files on boot, fix spoilerfile existing check when making new saves

* name entry dropped spoiler logic

* make sure to actually init the cvar

* no chime on load

* uncomment

* Skip ganondrof cutscene

Skip to scream part of the death animation, skipping the text boxes etc. For rando

* Update z_boss_ganondrof.c

* skip owl flight cutscenes in rando

* Fixes skipped text so it only applies to shadow temple.

Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors.

* Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case.

* TEST: Text for item

* Adding ganon flavor text

* ADD: AMMO Count

* format ganon text/hint text

* Autoskip the tower cutscene if settings call for tower collapse.

* ganon hint text logic

* Improved prelude after time travel fix

* swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things.

* this is all i did

* not the cleanest code ever but it's working

* ADD: GS Count

* ADD: Wallter (crash for now)

* TWEAK: Wallet check

* FIX: Use DrawItem instread of DrawUpgrade... b-baka!

* Fixes some vanilla bugs introduced by rando code.

* Added cutscene skip for zelda escaping

Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger

* ADD: X Spacing + Placeholders for song

* ADD: default case for items

* TWEAK: Spacing

* FIX: Light Arrow

* ADD: Ammo Option

* use groups instead

* ADD: More spacing logic

* songs and names

* TWEAK: Color on wallet

* colors

* Added flags cutscene before nabooru fight

* ADD: ChromaKey text

* First attempt skip cs after nabooru defeat

* Better implementation for specific rando cutscene skips

* use pulseaudio defaults

* spaces/tabs

* move color push/pop to stop crash

* make the colors work again

* the real bottle fix

* pulseaudio values tuned for n64 audio at 44.1khz

* update tlength

* remove one hardcoded samplerate

* Cleaned up and fixed zelda escape skip

The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of.

* Revert one line to match original

nothing functional

* another hint line that breaks autonewline logic

* don't autospawn epona if we don't have the song/ocarina

* Trying to use iron knuckle death effects

not working yet

* Streamlined OoT cutscene skip for future additions

Also cleaned up if statement in general

* Made if statement more readable

Also added clarity for what cutscene was skipped

* Fixed typo in comment

* Janky nabooru defeat cs skip

* altar text formatting (gonna need help shortening some of the french ones)

* more altar text formatting

* english altar text formatting complete

* make gtg blocking guard check for card not bridge

* FIX: Typo!

* FIX: Uppercases

* FIX: Typo

* TWEAK: Alter + some names

* TWEAK: More caps!

* ADD: Missing string

TWEAK more uppercases and namefixe
s

* Hide nabooru death by covering her in flames

* bandaid fix for death crash issue

* Twinrova defeat cs skip

Skips the animation and manually calls the function to show the "beam" around the sisters

* fix crash

* fix caps to match

* fix great fairy reward mashing/shielding issue

* TWEAK : Typo clé to Clé

* TWEAK: Some Altar hints

TWEAK: Some capitals

* TWEAK: Unmatching text + some cap again

* TWEAK: More tweaks

* fix build

* remove extra json.hpp, add hint

* Update randomizer_item_tracker.cpp

* TWEAK: Double Defense with RedParticles instead of white

* make sure we don't optimize out the check to ensure a spoilerfile exists

* vanilla ganon boss key hint formatting

* TWEAK: FR- better way of the hero text

* fix

* and again

* Initializes dungeonsDone items in gSaveContext to 0.

* Replaces sizeof calculation with a NUM_DUNGEONS constant.

* Fixes Saria's Gift on the LW Bridge from getting killed when holding shield.

* More airtight fix for Saria's Gift on the Bridge.

* Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId.

* Invalidate text box icon before drawing

* Fixes the case where Saria's gift is an Ice Trap.

We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine.

* Initial commit

Might need changing when we change the settings in the future

* Fixes Door of Time opening cutscene after warping with prelude.

* Initial waterfall skip

Very rudimentary way of doing things but it seems to work so 🤷

* inital rework

* fixed default rotation for 2D sprites

* fix tab/space issues

* 3d drops rando merge fix again

* Allows Impa to appear in the Lullaby check post drawbridge escape.

* Changes Ganon's Trials Count setting to a checkbox

The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed.

* Sets all Ganon's Trials to incomplete in new saves.

Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131

* fix castle guards when oot throw cutscene has already played in rando

* Properly removes the beams when trials are cleared.

* Removes Question Mark from Skip Ganon's Trials UI.

* Adds a todo comment about when to change back to slider.

* make deku seeds check for bullet bag

* Various tweaks

TWEAK: Altar Text
TWEAK: Hint names
TWEAK: Replace more problematic œ to oe

* upgrade ocarina on both child and adult equips

* FIX: Jabu Item

* update equipped hookshot/longshot when obtained as other age

* add hint

* don't give the bgs check without the claim check

* Skips Darunia Cutscene in Fire Temple

* Added a TODO note about not skipping the cutscene.

There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch.

* remove todo

* restore fast ocarina option in imgui that was lost in merge

* Fixes grey screen issue + tooltip for 2 handed shield

* update to use dg instead of g for textures in item tracker

* TWEAK: Default color for cosmetic RAND button was not the corect one

* fix texture crash, remove unused item tracker code

* don't open mask shop until we get zelda's letter

* Update README.md

* Prevents "correct" chime under incorrect conditions.

* Fixes typo in conditional and adds "bonk" sound effect.

"Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time.

* remove modify dpad equips toggle, replace with checks for dpad menu

* remove extra check

* add ability to hold c-up to assign to dpad when dpad menuing is enabled

* disable d-pad navigation on item menu when holding c-up to equip

* dpad+c-up stuff for equipment menu

* ADD: Checbox for songs colors

* TWEAK: RandoColors for normal songs

* kind of quick and dirty but it works

* TWEAK: Clarity of the tooltip

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Dog <5172592+Dog@users.noreply.github.com>
Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
MelonSpeedruns
0fd779f002
fixes center docking (#652) 2022-07-11 18:13:01 -04:00
briaguya
c9497060e9
change max internal res multiplier to 3x, use float and % instead of int (#638)
* change max internal res multiplier to 3x, use float and % instead of int

* Update libultraship/libultraship/ImGuiImpl.cpp

Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
2022-07-10 22:14:38 -04:00
louist103
a7c94bba8c
add the ability to pull graves during the day (#637) 2022-07-10 21:42:35 -04:00
Sirius902
e3267a4e9b
Don't close controller after SDL has quit (#642)
* Don't close controller after SDL has quit

* Don't check if controller can rumble if null
2022-07-10 21:40:00 -04:00
Ada
926fd3f406 Fixes grey screen issue + tooltip for 2 handed shield 2022-07-10 16:07:22 -04:00
Jeffrey Crowell
d4c1c40c1d
add support for clang compiler (#592)
* hacks to align strings for clang... wow just wow

* start work to getting built with clang

* fix issues with struct constructors, all builds, doesn't link still

* fix some narrowing issues that clang complains about

* fix compliation of zapd

* fix null deref in VersionInfo

* builds with clang

* make stringbuilding use StringHelper instead of addition

* fix linking

* add CLANG SHIP overlay on clang built versions

* doesn't need to be volatile

* mark unknown strings as extern

* rename some stuff

* can't align extern

* hopefully fix compilation for everythign

* expandtab

* allow setting LD

* Revert "allow setting LD"

This reverts commit 711aba6db2.

maybe to use lld it should be a LDFLAG?

* -Wno-deprecated-declarations is required for newer versions of clang

on macOS 13 beta sdk, the version of apple clang requires this

* Add jenkins support for clang

* Forward CXX flags to stormlib compilation

* Move GCC only flags to check

* use exports to set multiarch setup

* Fix Jenkins forever

* use make instead of cmake --build

add some flags to build with clang-11 as well

* address review coments

- rework extraction to allow multi thread
- misc readability cleanup

* update makefile to add WARN on linux+clang

Co-authored-by: David Chavez <david@dcvz.io>
2022-07-10 10:51:12 -04:00
Ada
24856a6e8c
ImGui grammer, consistency, and clarity fixes (#625)
* ImGui grammer, consistency, and clarity fixes

Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com>

* Adds more new lines for users on smaller displays

Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com>

Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com>
2022-07-09 20:37:38 -04:00
Baoulettes
260669f981
Cosmetics texts fixes (#604)
* branch init + few fixes

* Reset button

* Several texts fixes and default color to GameCube

* space issues

* some more extra space that was not needed.

* space yes last time ...

* Arrows being able to be rainbow some more texts fixes

* more texts fixes

* c-buttons some plurial fix
2022-07-06 19:50:59 -04:00
David Chavez
58f3786a35
[macos] Distribute optimized builds (#599) 2022-07-06 18:49:45 -04:00
Sirius902
e8bfa61fc2
Add N64 weird frames and OOB Bombchus cvars (#602)
* Add gN64WeirdFrames and gBombchuOOB cvars

* Rename gBombchuOOB to gBombchusOOB

* Fix pipeline
2022-07-06 18:46:01 -04:00
David Chavez
537722d57a
Fix portability use of std::clamp (#596) 2022-07-05 23:53:42 -04:00
qurious-pixel
fd0fb25de1
[CI] Create an Appimage for 64bit builds (#570)
* [CI] Create AppImage file

* [CI] Updated Jenkinsfile

* [MISC] fix indentation

* [MISC] Fix indentation

* [MISC] Fix indentation

* [CI] 7z appimage and readme
2022-07-05 21:10:14 -04:00
Baoulettes
a2d64864dd
Cosmetics menu rework (#589)
* -

* DPad/some margin fix(left side)

* various ImGui stuff and fixes

* disabled kaleido menu (non working)

* fix win being dumb

* same for C btn this time

* Fix windows build

* Beating hearts fix

* Default win size and some placement fix

* Fix Dpad Ammo & C notes, Kaleido, white dog

* some texts fix and tab move

* Add stone of agony, some fixes and build correctly

* precise item place with Dpad

* Gamecube -> GameCube

Co-authored-by: Baoulettes <iMacWin10>
2022-07-05 20:52:01 -04:00
briaguya
1ad2931f80
use ini window resolution (#410)
* use ini window resolution

* use arguments for directx window size

* default 640x480 not 320x240

* kick off a build

* and revert

* default config 640x480 not 320x240

* add todo

Co-authored-by: briaguya <briaguya@alice>
2022-07-05 20:02:47 -04:00
earthcrafterman
306cfd0654
Restoration Item Sliders (#595)
* Allows players to set custom restoration values for potions and milk

* Fixed a dumb oversight

* implemented fairy sliders
2022-07-05 19:34:33 -04:00
briaguya
2b99e65d24
update pulseaudio for 44.1khz audio (#587)
* use pulseaudio defaults

* spaces/tabs

* pulseaudio values tuned for n64 audio at 44.1khz

* update tlength

* remove one hardcoded samplerate

Co-authored-by: briaguya <briaguya@alice>
2022-07-05 19:30:30 -04:00
vaguerant
0b7137b8b0
Cheat: Infinite Epona Boost (#577)
* Cheat: Infinite Epona Boost

* Edit for readability
2022-07-05 19:30:17 -04:00
David Chavez
c5e84c17a5
Use unordered maps in some hot paths (#566)
* Use unordered maps in some hot paths

* Address PR comments
2022-07-05 19:29:57 -04:00
qurious-pixel
a9c3c7541e
Controller Navigation Fix-Up (#544)
* Controller Navigation Fix-Up

* [MISC] Fix typo
2022-07-04 21:30:50 -04:00
David Chavez
a31be1f3d1
Update to latest docking imgui (#582)
* Update to latest `docking` imgui

commit: 67410d53f739b6a0df138e2252f0e5136b42062f

* Fix modified import for SDL

* Update imgui_impl_sdl.cpp

* Add Imgui include path for better imports
2022-07-04 10:54:09 -04:00
briaguya
8615418630 missed a couple spots 2022-07-04 10:48:39 -04:00
briaguya
b8602994fb change name based on PR comment 2022-07-04 10:48:39 -04:00
briaguya
923bf3b0e4 special char doesn't work with default imgui font 2022-07-04 10:48:39 -04:00
briaguya
21142bdb26 command on mac 2022-07-04 10:48:39 -04:00
briaguya
b730af5e8a implement reset 2022-07-04 10:48:39 -04:00
briaguya
f9b831d5c0 add menu from https://github.com/PurpleHato/Shipwright/tree/ResetMenu 2022-07-04 10:48:39 -04:00
earthcrafterman
818d5f90a8
Add toggles for disabling heart drops and random drops (#507)
* Adds toggles for disabling random drops and fixed heart drops

* Changed the "No Fixed Heart Drops" toggle to the more useful "No Random Heart Drops" toggle

* Adds an explanation that the no heart drops option is similar to Hero Mode

* Moved difficulty options into their own sub-menu
Moved time saver options into their own sub-menu
Moved clutter reducing options into their own sub-menu

* fixed the tag name of mweep speed

* Moved Skip Text to Experimental
2022-07-04 10:42:43 -04:00
rozlette
c14e4f387c Add more files 2022-06-27 23:17:37 -04:00
rozlette
39a50a406b Update names 2022-06-27 23:17:37 -04:00
rozlette
9f5618def4 Rename Soh* files 2022-06-27 23:17:37 -04:00
Kenix3
cc22fe17bb Headphones setting in game should now work.
Resolves #13
2022-06-27 22:10:00 -04:00
rozlette
65016499ab Get rid of erroneous int casts 2022-06-25 11:00:08 -04:00
PurpleHato
efd4b26f3d FIX: Remove duplicates of gNewDrops from the enhancements menu 2022-06-23 20:10:53 -04:00
rozlette
fd06827e2b DPad items 2022-06-22 23:13:32 -04:00
briaguya
ba74653f61 fix linux crash 2022-06-22 22:58:46 -04:00
David Chavez
e42b18cf71
Add Support for macOS (#441)
* Fixed soh filters

* add more makefile changes

* almost ready

* more updates

* update

* update

* Update Makefiles to handle both platforms

* Allow for overriding the CXX and CC executables

* Restore original structure while supporting custom CXX flags

* Remove some platform specific libs

* Dynamic target name

* Make X11 paths package-agnostic

* Remove changes to `gfx_opengl.cpp`

* Use OpenGL2 on MacOS instead of OpenGL3

* make it actually render something

* render at least the first texture, still need to figure out the second
one

* Let’s use OpenGL 3 again

* maybe this works to get the right texture? link's eyes still look off a bit

* did this work?

* set the platform to macos

* actual numbers are right, but logic is ugly XXX/TODO, i know

* add zlib to ldflags for ZAPDUtils

* A bit of cleanup

* Revert unneeded changes

* Remove GL_CHECK

* Fix issues with z64 branch

* use an std::map instead of a giant array

* three point filter fix (#2)

* Fix mac compilation

* fix audio for 64 bit

* revert audio heap size, keep bigger pools

* Add more Apple specific checks to our modifications

* Add building instructions for macOS

* Remove unecessary step from building instructions

* Add missing SDL2 & GLEW to Linux LDLIBS

* Update BUILDING.md

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Update soh/.gitignore to include other arch binaries

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Use right platform name for debugging window

Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>

* Fix stormlib on macos (arm64)

* Simplify some of the ifdef checks

* Revert an older no longer necessary fix

* Remove remaining unecessary deviations

* Update building instructions after StormLib changes

* Feature: Use OpenGL 4.1 (#1)

* Further tweak the BUILDING

* Tidy up

* reword -j message

* Add Jenkins CI Support (#2)

* Fix type issues

* add target <appbundle> and <filledappbundle>

add makefile targets to create an .app
`filledappbundle` creates the target with the .otr included

this should perhaps be moved to Application Support though

* pull gcc's rpath from otool output

* move make target to the end so it's not default

* Add Jenkins and make exe in par with other platforms

* Actually save build artefacts

* Fix artefact path

* Remove x11 mentions and linking (not used)

* Update building instructions for generating app

* use appsupport directory

* Add new app icon

* Update target to match macOS types

* Update more audio types

* fix null deref in Audio_PlayFanfare

* Remove old import from z64

* address final nit with apple ifdefs

Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
2022-06-22 14:59:21 -04:00
Kenix3
77fc202694
Merge pull request #413 from Baoulettes/3DProjectiles
[Mod]Enable 3D Projectiles for monsters
2022-06-21 22:24:29 -04:00
Kenix3
d3436fc1e4
Merge pull request #362 from GreatArgorath/ShortBiggoron
Adds option for shorter Biggoron quest
2022-06-21 22:22:41 -04:00
Kenix3
1435b5d314
Merge branch 'develop' into zelda64 2022-06-21 19:27:46 -04:00
Vague Rant
abcf713cc1 Fix Anubis fireballs 2022-06-21 14:44:35 -04:00
louist103
5bf4128add Add all slots 2022-06-21 14:31:28 -04:00
Baoulettes
14df96eacd
Merge branch 'develop' into 3DProjectiles 2022-06-20 22:32:45 +02:00
Ian Drake
39d8b77b02
Added save filename and path to config file (#130)
* Added save filename and path to config file

Closes #110

* Moved FileIO to libultraship

* Moved OOT Specific Code to OTRGlobals and made libultraship for general file IO. Combined config options.

* Moved filesystem include into GlobalCtx2.h
2022-06-20 13:54:44 -04:00
earthcrafterman
36b9b9519d
Added three sliders for multiplying damage (#478)
* Added three sliders for multiplying damage:
1) Generic Slider, includes everything not multiplied by other sliders
2) Fall Damage Slider, includes all fall damage
3) Void Damage Slider, includes all void out damage

* Included tooltips

* Modified func_80837B18 to handle the modified flag the same as Player_InflictDamage does

* hotfix of a dumb oversight

* Fixed an oversight that led to compile failure on Linux and probably more things that weren't noticeable in unit testing

* I keep missing dumb mistakes.
I keep missing dumb mistakes.
Is this the last dumb mistake I've missed?

* Oh crud it's because I declared func_80837B18_modified after func_80837B18 isn't it? I am the ultimate dumbus.
2022-06-20 13:51:59 -04:00
PurpleHato
5549ad9388
TWEAK: Kokiri Draw distance V2 (#486)
* ADD: Saria's logic

* TWEAK: Kokiri Draw Distance change doesn't need a reload anymore

* ADD: Mido's logic
2022-06-20 13:50:32 -04:00
vaguerant
b56426a67d
Skip first-time pickup messages for consumable items (#495) 2022-06-20 13:50:06 -04:00
Ada
45cb350b7a
Merge branch 'develop' into ShortBiggoron 2022-06-20 18:45:35 +01:00
louist103
73ff7ef3da
Guard vision (#466)
* Vision

* Wrap it in a CVAR

* Cleanup the code and fix a savestate bug
2022-06-20 13:39:06 -04:00
Kevin Alexis Contreras
e945a86d46 Added fixes based on the reviews 2022-06-19 02:03:04 -05:00
Kevin Alexis Contreras
b0278de3a8 Code cleanup 2022-06-19 00:07:29 -04:00
Kevin Alexis Contreras
3a65119267 Added mp3 support for samples 2022-06-19 00:07:29 -04:00
Kenix3
d6eb59d0af
Update libultraship/libultraship/Lib/Fast3D/U64/PR/ultra64/gbi.h 2022-06-18 10:00:32 -04:00
PurpleHato
8d4b15325a ADD: Color for the bottom text 2022-06-17 17:16:38 -04:00
PurpleHato
f7bcbe3049 Batter space management
Semi-responsive logic for small resolution
2022-06-17 17:16:38 -04:00
PurpleHato
e66c4751ea TWEAK: Forgot to push the sohimgui 2022-06-17 17:16:38 -04:00
briaguya
dd42cca2cf Merge branch 'develop' into z64-devmerge 2022-06-17 00:39:07 -04:00
Kevin Alexis Contreras
bb90be6748 Merge branch 'zapd_audio_support' into zelda64 2022-06-16 23:09:50 -05:00
briaguya
3e6307bf96
No forced navi (Prevent forced Navi conversations) (#453)
* no forced navi

* imgui option for it

* remove double owl from sloppy merge

Co-authored-by: briaguya <briaguya@alice>
2022-06-16 21:43:46 -04:00
David Chavez
587c46cacf
Enable High DPI mode in SDL (#490) 2022-06-16 21:08:47 -04:00
vaguerant
ac8acaeba4
Cheat: shield with two-handed weapons (#487) 2022-06-16 21:08:32 -04:00
louist103
93e69c924d
Add time. (#462) 2022-06-16 20:57:01 -04:00
PurpleHato
72ebeaad3b
Fix: SohImGui behavior and cleanup (#461)
* Fix: SohImGui behavior and cleanup

- FIX: Once Save Editor / Collision Viewer are closed, set their values back to 0 so they don't automatically open once we click on Developer Tools

- FIX: Same kind of fixes for every cosmetics editor

- FIX: Typo "gCosmticsEditor" to "gCosmeticEditor"

- TWEAK: Cleanup of useless stylizing options on Cosmetics

* TWEAK: Reset a pointer that I edited for some testing

* FIX: Typo from Assignable tunic / boots tooltip

* move cvar.h includes out of extern c block

* remove extra line

Co-authored-by: briaguya <briaguya@alice>
2022-06-16 20:48:42 -04:00
qurious-pixel
f29fb01887
Add Controller Navigation (#429)
* Add Controller Navigation

- Apply Rainbow patch
- Add Controller Navigation
- Controller "Back" button opens F1 Menu
- Controller Rumble/Gyro settings at the bottom of the controller menu

* Restore changes from PR #306

Add back update from https://github.com/HarbourMasters/Shipwright/pull/306

* Add Tooltip of new functionality

Tooltip: 
Allows controller navigation of the menu bar
D-pad to move between items, A to select, and X to grab focus on the menu bar

* set & save check

* Fixes for switch port
2022-06-16 20:43:34 -04:00
getBrainError
3d24f3f595
Improved Collision Viewer (#435)
* Add fishing pole as sword in save editor

Adds fishing pole as a sword to the save editor under current equipment.

* Improve Collision Viewer

Made all the values of the collision viewer persistent.
Switched all color pickers to the EnhancementColor picker.
Added a checkbox to enable/disable collision viewer.

* Update SohImGuiImpl.cpp

Probably fixed linux build error

* Update colViewer.cpp

Hopefully fixed it this time. Lets wait for jenkins.

* Fixed colors

Some color values were wrong

* Update SohImGuiImpl.cpp &  SohImGuiImpl.h
2022-06-16 20:40:27 -04:00
Christopher Leggett
bf0935a5a2
Gravedigging tour fix (#388)
* Fixes the Gravedigging Tour heartpiece bug.

Basically just causes Dampe's Gravedigging Tour Heart Piece to set a Collect flag on the Graveyard Scene when collected instead of a GetItemInf flag when it's spawned. I did this by simply the result of Item_DropCollectible to a variable called reward and running reward->collectibleFlag = 0x19 if the reward was a heartpiece.

There may be a better way to do this. This is unlike most of the other dropped items with collectible flags in the game, which have some binary operations performed on the item to be dropped before passing it into Item_DropCollectible. See z_en_geldb.c and z_bg_haka_tubo.c for examples of this. I tried to find some way to do something more like that here but I was unable to wrap my head around the binary operations being performed. I may revisit this in the future.

* Reimplements vanilla bug, adds cvar and checkbox for the fix.

* Adds some newlines to the Tooltip

* Shortens ImGui tooltip.

* Removes the hardcoded Purple Rupee/Heart Piece reward.

* Sets collectibleFlag whether cvar is on or not to prevent duping.

* Sets Gravedigging Tour Fix to enabled by default

* Simplifies logic for whether or not to spawn heart piece

* Adds TempClear flag set and check for heart piece.

This originally introduced a bug where the player could spawn multiple
heart pieces by simply not collecting the one that spawns and continuing
to dig up spots. This fixes that by checking a temp clear flag before
spawning the heart piece and setting it when the heart piece spawns.

Since this is a temp clear flag it will not stay set if the player
exits the scene, so this still does fix the bug of locking the
player out of the heart piece when spawning it and leaving without
picking it up.

As far as I can tell this temp clear flag isn't used anywhere else
in this scene. The only one used in this scene I could find is that
killing the first Poe in this scene sets flag 0x02 (or maybe it's
0x01, not sure if the flags start at 1 or 0).

* Replaces magic numbers with constants defined in z_en_tk.h

* Updates comment explaining changed code.

* Replaces another magic number I forgot to replace last commit.

* Replaces TempClear flag with local variable

* Removes TempClearFlag const and moves others out of .h to .c (felt like they made more sense there)
2022-06-16 20:36:13 -04:00
Nicholas Estelami
b9a8118e33 Ready for round 2? 2022-06-16 20:35:52 -04:00
Nicholas Estelami
f581e3e79f Let's try again 2022-06-16 20:35:52 -04:00
Nicholas Estelami
2a2ef17302 Fixed Linux issues (I think) 2022-06-16 20:35:52 -04:00
Nicholas Estelami
34ef1d2fd0 Updated resource types 2022-06-16 20:35:52 -04:00
Nicholas Estelami
bb6f5abbbf Updated sequence file format and updated resource version to Rachael 2022-06-16 20:35:52 -04:00
Nicholas Estelami
960a29e513 Fixed StormLib Forward Slash BackSlash issues 2022-06-16 20:35:52 -04:00
Nicholas Estelami
c930bd0138 Added names for the soundfonts. 2022-06-16 20:35:52 -04:00
Nicholas Estelami
0a629ea6e9 Fixed last remaining audio bugs 2022-06-16 20:35:52 -04:00
Nicholas Estelami
6c94c8690e Updated sample rate to 44100hz 2022-06-16 20:35:52 -04:00
Nicholas Estelami
c49cee3521 Audio support nearly complete. 2022-06-16 20:35:52 -04:00
Nicholas Estelami
b3e299dbde Replaced StormLib .lib files with source code.
Some modifications to handle backslashes and forward slashes, along with some optimizations to speed up OTR generation.
2022-06-16 20:35:52 -04:00
Nicholas Estelami
941c19f2c3 Audio decompiled and WIP custom sample support 2022-06-16 20:35:52 -04:00
Nicholas Estelami
4c99fc497c Ready for round 2? 2022-06-16 20:00:38 -04:00
Nicholas Estelami
b8334e5757 Let's try again 2022-06-16 19:46:07 -04:00
Nicholas Estelami
ce36822c80 Fixed Linux issues (I think) 2022-06-16 19:24:18 -04:00
Nicholas Estelami
1ec0161247 Updated resource types 2022-06-16 19:09:07 -04:00
Nicholas Estelami
dcb1b59c1b Updated sequence file format and updated resource version to Rachael 2022-06-15 16:09:22 -04:00
Nicholas Estelami
510a38a6bc Fixed StormLib Forward Slash BackSlash issues 2022-06-15 16:09:22 -04:00